Let's take a look…enter a pocket dimension to steal things and kill people, or skip town altogether, or delve deep into the home of some of the most powerful, mace-melting evil that a righteous cleric can muster. Let’s go in… Hmm. It’s so deep!
They ask the evil magical 8-ball skull some questions and rush off, leaving Rosianite behind. It's nice to have some extra cannon fodder, but it can be an awkward situation with a bunch of righteous people. They pass through a military cordon and return to the corridor. There appeared to be no unauthorized entry into the sealed safe labyrinth, so they moved to the anti-magic shell area. A long rope is unrolled and passed through the crack. Sniffles, Baiga, Saar, and Kegdrain remain on one shelf, preparing their missile weapons. Digin and Fingers climb up the opposite cliff, and when they reach the top, they are attacked by a wave of dirty gray humanoids that run down the stairs and attack them.
Fingers and Digin remain roped to the cliff while the remaining members fire several volleys of missiles at the boiling mass. Eventually the damage will be so great that some will be cut down. The rest take a break and retreat. After another round or two of this song and dance, the will of the defenders evaporates and a path becomes clear for the rest of the party to cross the chasm. Once you reach the top of the opposite cliff, climb the steep steps to the second attraction, still within the Dead Magic Zone.
The second rift has winding stairs leading up further, and as the group prepares to endure the climb up the stairs, another wave of gray humanoids attack from the cave floor. Start. This time, the party is on high ground, and fireballs from Saar and phantom lightning from Sniffles help quell the rebellion. The group hurries up the stairs and emerges with sore quads into a large vestibule decorated with giant, inaccessible statues. Beyond it is a large silo, its walls studded with doors and balconies, with occasional bridges arching from one side to the other.
The investigation will take some time, and security in this area appears to be an order of magnitude higher. All vault doors seem to require two keys. One is probably the hand they are holding, and the other is a traditional key, but its whereabouts (and existence) are currently unknown. The group develops a plan that involves vertical movement and retires for a period of rest.
Upon awakening, they send Sniffles and Fingers (both of whom have boots that allow them to fly) to investigate a bridge hundreds of feet above their heads. As they approach, a creature emerges from one of the vaults and fires at them with a pair of hand cannons. Following this, it will teleport next to the gnome and try to eat him. A series of near misses saves Finger's life, and a volley of magical missiles from the first floor helps drive the creature into the door while Finger and Sniffles escape.
Spend extra time planning and make a plan. The plan is partially executed, with multiple flying party members in position as the creature reappears to attack. In the ensuing pandemonium, Dijin is defeated and regains consciousness while being attacked by all manner of magical missiles. When it shakes off and runs away, Digin chases Sniffles furiously. If you go down a short hallway, you'll find a closed door and no monsters in sight…